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0 vertex shader outer skin shader domain shader angles shader pixel shader some. Shader model 5. Zero andcompute shadernick thibieroz. Virtualbox has shader model support since early versions. I downloaded the opengl audience software to check away video card settings. This are the resus. Directx 11/shader model 5 technology demo.
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Look for an easy explanation, for make a displacement look real you need to have a complex model, if you dont have it it will not look god as it doesnt have enough vertex to go or where to move in this example im showing that you need 1250 polygons to make that wall look good if not it will look all buffy and not like a spike look. Now in the first 2 examples you could use 2 polygons cuz it dont needs a displace where to go, but in the third example if you want to do a displace you need that the model have high polygon count to make it realistic like in the farcry example, the displavce only moves wherever is a vertex. So you need a high power card like the 6800u to be able to render all those polygons in a playable framerate, in all other games they use a simple 2 polygons wall and voila, now imagine that kind of walls in a finished world, i think that sm3.0 will be here for a while. You're so lost dude, Displacement mapping don’t do ANYTHING to the polygons, it’s just an effect making it LOOK like there are more polygons, and therefore you can make a brick wall or a rocky surface with only 2 polygons (which are minimum for a flat surface).
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Shader Model 3.0 Gpu Driver Windows 7
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Ok, ive saw the real deal in here and the best feature it has till now its the displace in real time, now im a 3d designer and there are 2 ways of doing this (2 that im aware) 1.- doing this by the layers map (aka the displace maps) 2.-applying directly to the mesh (aka displace mesh) the first one is by applying the displace map and you cant see it until its being rendered. Displacement-mapping is one of the more prominent features of PS3.0 The trick with displacement-maps is that you can spare thousands of polygons by using displacement-mapping. With displacement-meshes you alter a given mesh. In your example, the 9k triangels are just reconfigured to form the bumpy structure instead of the perfect sphere. The Problem is, it still consists of 9k triangles that have to be rendered and lit.